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Whenever I come to talk about my thesis, I start worldwide in this manner:"I really do a thesis on Pokémon". This does not generally miss amuse my interlocutor. It has to be stated that a priori, it's not. People of my generation feel nostalgic about their own childhood. Others, elderly, consider Pokémon GO, together with diverse attitudes. For my part, if I played with Pokémon that a lot in my youth, my pursuit for the franchise had been renewed by nostalgia thanks to the emulators, and that I became again what one can call a fan of Pokémon. But my academic curiosity about franchising began at the start of my Master 1, even when I chose to write a memoir on"ROM hacking" at a neighborhood of Pokémon lovers. A brief record of the Pokémon franchise . The Pokemon franchise had been born in 1996 at Japan as a video game released by Nintendo on the Gameboy console. Even the Pokémon Green / Red matches (Blue and Red in the rest of the world, one to two years after, in a slightly redesigned variant ) have set the foundation of a franchise that has appeared on many media: cartoon, playing cards and collectibles... airplanes. To fly to other skies such Team Rocket. If the franchise has its own ups and downs especially concerning game sales, sales are often in tens of millions around the world, at least to the games of their"main series", that is obviously say people who follow the model of the very initial games. Indeed, despite having a constant renewal of the franchise and video games over the years (which will be among the objects of the thesis), the recipe is still the same: a 11-year-old boy belongs on an experience in a universe populated by animals called pokémons (yes, I write pokémons to discuss the critters, it is my site and Nintendo does not have any energy , well, maybe not on this ). He grabs it to form a group and fulfill his Pokédex, a sort of digital encyclopedia, thus participating in a quest for scientific crowdsourcing to get a professor who exploits his work (after all, it's he who gave him his first pokemon). But above all, he leaves them fight for badges and take the challenge ofPokémon League, which is made up of defeating an elite to become a Pokémon Master. And incidentally, during his experience, he is made to thwart the plans of an evil organization. The leaders of the many malicious organizations mimicked to mimic the best way to maneuver the"Team Skull" caricature of"thugs" within the latest games. Regarding the current history of Pokémon, even the less skillful have heard about the occurrence of summer 2016, I do not speak of the song Lean , but of course Pokémon GO. This game won't necessarily occupy a major position in my thesis, however, has proven that the craze for the franchise is still existing (and possibly just a tiny cleavage). Pokemon along with the hunt. When I first decided to operate on Pokémon at the end of the summer of 2016, one of the very first things I did was go to Google Scholar to"buy" academic articles that talk about doing it. Imagine my surprise when I discovered that the initial connections were all about a receptor involved in the development of certain cancers (Nintendo also put pressure on investigators to change the title, they did not needed to appreciate their brand is associated with cancer). Afterward my disappointment when I realized that there was virtually no report or publication about Pokemon. Ultimately though, some posts on Pokémon GOin the business of public health, law, and again, at the time, it was largely proto-articles of 2 pages. Further studies have made me find the occurrence of one academic publication about Pokémon assessed by Joseph Tobin, who, visionary, declared in 2004 the autumn of Pokémon (I don't care, but kidding aside, I highly recommend it, it's in references at the end of the article). Oh, and a post also, if we place people on Pokémon GO aside . How can it be, the best franchise in the world does not interest the academic universe in any way? Needless to say, this is not a valid cultural work, however cultural studies, notably the enthusiast studies that followed, with writers like Henri Jenkins on front lines, are considering more popular cultural objects, have tried with more or less success to legitimize them. An individual can discover a persuasive explanation in my opinion from the report of some communication by Vincianne Zabban, Samuel Coavoux and Manuel Boutet, who, starting from the observation that"game research" (in social sciences) are in fact almost"WoW research (studies on World of Warcraft), proposes that the low number of games analyzed is mainly due to 2 factors. The researchers study the games that interest themto start with, and so the games they played, and also the"path dependence", which is to say in this circumstance the greater ease of studying an object / subject already well researched by research rather than advance kindly, which divides the place of WoW. One more factor to take into consideration is that, by its MMORPG standing, WoW is a thing to the social sciences. I believe this justification can be extended to"fan studies", especially since, initially, they had been the work of enthusiastic people who wanted to defend the legitimacy of their thing. Moreover, if I'm now studyingPokémon is partly because I grew up with this and I am a fan of it. So perhaps if Pokémonwas studied very little up to now, it is because the (ex) Pokémon fans were largely still studying. This is perhaps evidenced by the recent thesis of Fanny Barnabé of the University of Liège, which deals quite extensively using activities and productions of Pokémon fans (available in the close of the article, and that I strongly advise you, it's extremely pleasant to read). Pokémon fans on the internet. It is precisely to the productions and also the activity of the lovers and the wider public (a distinction that I will develop later) of Pokémon online that I especially wish to become interested. Since I have the belief it is central in its diffusion and in the production of this franchise. When I was a little isolated myself from the internet sphere Pokémon being curious in practices Pokémon in playon a handheld, mostly in teens to start, the use of the Internet and particularly the lovers productions has become fundamental again. Pokémon is everywhere. Not in the sense that we could have heard it during the Pokémon GO hype . However, in the feeling that we can find Pokémon everywhere, and that as long as we are involved in certain social networks quite youthful, references are rather common. Anthology.
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